THE BATT LE OF GRAVELLONA

LUMACA Games @2013

0. Introduction 1. Playing pieces 2. Turn Sequence 3. Activation Points (AP) and Initiative 4. Player Active and Inactive 5. Actions 6. Units in command 7. Terrain and Movement 8. Attack: type of fire and objective, results of Table of Attack 9. Assault and Melee 10. Stacking 11. Vehicles 12. Special Units 13. Victory Conditions 14. Historical Background 15. Credits 16. Order of Battle

0. Introduction represents the type of Target Attack (Infantry The Battle of is a tactical or Tanks). wargame that aims to simulate the battle that They have a capacity of movement defined took place December 13, 1944 in Gravellona according to the type of military unit Toce (VB) between the partisan forces and represented (see diagram combat units). army units Italina Social Republic (RSI). Units are printed on one side only and are The scale of the game is about 10 men to the defined by a background colour and printing point of value and strength of the shift is according to the nationality to which they approximately 2 hours. belong (White / Black for the fascists Republicans, Red / Black for the communist 1. Playing Pieces. partisans, Green / Black for the partisans of In The Battle of Gravellona Toce, there are justice and Liberty, Blue / Black for the three types of tokens: Commands, Combat partisans of inspiration monarchy; Orange / Unit and Information Counters. Black for partisans without political orientation). 1.1 Commands A particular type of Combat Unit are the Commands represent the officers in charge of vehicles (see 11). Combat Unit; they cannot make attack but There are whole units standard (with the value may be subject to attack; can participate in of full strength, may vary according to Melee only if accompanied by friendly nationality; in the Battle of Gravellona RSI Combat Unit, or if an enemy combat unit value is 4 and for the partisan player is 3) and enters or is present in the hex where there is fractional units, with lower values of strength. only one command opponent, it is eliminated Full Fractional Full Fractional directly. They have a capacity of 4 movement points and have a Command Range of 10 hexagons, within which the friendly Combat Unit are in Whenever a unit loses a point from Strength, control (see 6). the same unit must be replaced with the In the event of elimination it will be create a correct value from the Force Pool; if not any, supplementary command next to a friendly use more fractional units (without spending Combat Unit, which will have some Action Points). limitations (Radius command of only 5 hexagons). Diagram Combat units (with movement points or MP)

Infantry 4 Vehicles 5

1.2 Combat units Paratroopers 4 Artillery 1 The Combat Unit are grouped by operating units. Support 4 The Combat Units have a graphical MGs 4 representation of the type of military unit they represent (infantry, paratroopers, gunners, Engineers 4 Command 4 vehicles), a value of Strength, which indicates the effectiveness of the attack and melee, a 1.3 Informative Markers distinctive in order to be identified to the Informative Markers are markers for the Company or Battalion or Regiment, a symbol Movement, Attack, Damage, Out Of Control, that represents the type of Attack (Infantry, Stop and Opportunity Attack. Tanks or Artillery) and a symbol that The units which are stacked whith are - Both players decide to go through (in this influenced by a die roll modifier indicated on case, any unused Points activation are the marker. reported in the next round); Their use is explained in the rules. - A player has finished the activation points and the other decided to go through (in this case, any unused Points activation are reported in the next round); - Both players finish the activation points; If one of these events occurs, the round ends and you move on to step 4; 4. Administrative Phase: Victory Conditions 1.4 How to start. are verified, any violations occurring at the The partisan player puts the partisan units in edge of Stacking (see 10) are solved, all the map; Republican Fascist player does the Information markers are withdrawn, the same; the time counter is placed on the 05.00. TURN marker advances along the counter of In the first round, the Initiative is for the the track and all starts again from step 1 of the partisan player; the level of the partisan player Sequence turn. PA (Activation Points) is given by the value of a d6 +3; the level of the fascist Republican 3. Activation Points (AP) and Initiative player PA is given by the value of a d6 +1. Each player has a number of activation points, Place the fascist Republicans Reinforcements needed to perform the actions of the Combat on the box at 11.00 am and 07.00 am in the Unit (see 5). time counter and the other reinforcements in The PA are determined at the beginning of the the corresponding boxes (see 16). Turn Sequence; each player adds up the total of the values of Force deployed in the map; 2. Turn Sequence the result is divided by the value of the whole unit standard of the nationality to which it The Battle of Gravellona is played in 12 belongs, as indicated in the scenario, then rounds of 2 hours, from 05.00 on December each player adds up the value of the PA- 12, to 12.00 1944 December 13, 1944. controlled targets. Each turn has the following sequence: The sum of the two values is the number of 1. Determining Activation Points and PA available for that turn, to which are also Initiative. added to any PA remained from the previous 2. Verification of Command Range and round, for a maximum of 20 PA. reporting of Combat Unit Out of Command.; Note: until the arrival of the first 3. Player who has the initiative (see 3) reinforcements at 11.00, the fascist becomes Active (see 4) and chooses which Republican player halves the total PA Combat Unit activate and what action to counted. perform (see 5), spending Activation Points The player with the highest number of PA required (see 3), or decides not to activate any gets Initiative in the turn; in case of a tie, the unit, passing the turn. Initiative will be the player who had just Once the action has finished, the opponent completed the turn. player will become Active and will choose The initiative is indicated by the flag of the which Combat Unit activate and what action counter TURN. to perform, spending the Activation Points needed or decide not to activate any unit, 3.1 Value PA objectives passing the turn. Each objective controlled (last unit that Any reinforcements can come into play (see occupied) has a value of PA for the counting 12.5). of them for each player (on the map in red Partisans; Fascist Republicans in black): It continues with this alternation until: - Santa Maria 2 2 - Stabilimento Furter 1 2 Otherwise, the unit will receive the Out of - Centrale 2 1 Command Marker; in this case, these units - Ponte 3 3 can perform some actions only (see 5), the - Dopolavoro 2 2 cost doubled in PA for each Action. - Sede GNR 1 1 - Scuole 1 1 - Stazione 1 1 - Pedemonte 1 1 To measure distance, count the hex occupied by the unit but not the command unit. 4. Player Active and Inactive Each player during the round will become 7. Terrain and Movement active and inactive and can then choose, when The cost in movement points (MP) depends active, which Combat Unit activate and what on the type of terrain; compare the Chart for action (see 5) to carry out, spending the Terrain Effects (TEC) and specific terrains Activation Points required (see 3), or decides to each scenario. A unit that moves should not to activate any unit, passing the turn (see still have enough movement points to enter 2). the terrain in the hex; if it does not have enough, it cannot enter, except for units with 5. Actions a capacity of movement of 1, which can The grid attached shows all the actions that always move 1 hex ignoring the costs. can be undertaken by Combat Unit and their cost in Activation Points (PA). It is possible The Chart for the Terrain Effects (TEC) with to take the same action to multiple Combat the modifiers to the die roll for the attack can Units at the indicated cost, when grouped in be found among the Tables, as well as the the same hex (see 10). Chart of the ability of the Movement of Combat Unit. The Actions are: - Retreat in free hex (see 9.7) 8. Attack: type of fire and objective, results of - Opportunity Attack (see 8.7) Table of Attack - Input reinforcements (see also 12.5) - Fractioning Unit The Combat Units have a symbol that - Movement (see 7) represents the type of Attack (Infantry, Tanks - Creating Unity or Artillery) and a symbol that represents the - Melee if you are already in the same hex type of Target Attack (Infantry or Vehicles); with your opponent (see 9) these are the data that are used together with - Attack (see 8) the distance, to cross the data on Table Attack - Move up to half of the PM and Assault and verify whether or not the possibility of - Attack and Movement up to half of PM hitting the opponent, as well as the probability - Move up to half of the PM and Attack and intensity of the Attack. - Opportunity Assault (see 9.9) - Build a bunker/trench 8.1 Procedure - Recover The units that want to make an attack must be The explanation of each action and its cost is within the firing range of their targets in order shown in the Table. to make the attack itself. Check the type of attack of the unit that 6. Units in command intends to carry out the attack and the type of Each player must check whether their Combat objective unit to attack. Unit are in control compared to the distance Count hexes between the units (count the hex to their Command unit, that is, if they are occupied by the objective but not the unit that within 10 hexes of the same (or 5 in the case shoots); the number of these hexagons must of supplementary command unit). be equal to or less than that indicated in the Attack Table, where it is indicated the firing applying as a modifier to the die roll any range of all combat units. negative difference of magnitude. Then spend the PA needed for Action Attack If the result is equal to or less than the value (or Opportunity Attack). Calculate any of strength, the test is passed; otherwise, the modifiers to the die roll, the algebraic sum of unit becomes STOPPED (FERMA) and MAGNITUDE, WEAPONS, TERRAIN, receives the appropriate marker. DAMAGES, MARKERS and roll the d6, apply modifiers and see if it was rolled the Until next Administrative Phase or Recover lowest number that you have to roll in order Action (see 1.1), it can not move and will to make a Morale test (MORAL) or to make have a modifier to the die roll for each attack lose a point value of Force (HIT) to the target. of -2. Apply the eventual result (MORAL or HIT) The unit that undergoes two results of to the target. Stopped lose a point value of Force; so also in After resolving the attack, the unit will the case of further results in the same turn. receive an Attack marker (this for every attack made in the round); The marker will be HIT: removed during the next Administrative The target loses a point value Strength and Phase. gets a Damage if it is a vehicle.

In the case where there are more combat units Die roll modifiers for weapons objective of Attack in a hexagon, the result of Machine guns +2 against F the attack will be applied to the unit on top of Mortars +1 against F, A and C. the stack. Portable anti-tank weapons +2 against A at a distance of 1 Light Artillery: -1 against all 8.2 Attack and Opportunity Attack markers Heavy Artillery: +1 against all from a These counters have no modifier to the die distance of 3 included. roll, but if the units during the same turn receive 3 markers Attack and / or Opportunity 8.5 Magnitude in Attack and Melèe Attack, they can not make any further attacks The magnitude in the attack is the difference on the turn (lack of ammunition), or perform between the values of the unit which carries any Assault or Melèe as active unit. out the attack and the target unit. If the difference is equal to or greater than 3, the PF (Strength Point) lost are doubled, as well as any damage (see 9). 8.3 Night Round: During the night round (gray in the Turn Magnitude in Melee is the total PF involved Counter) the firing range of each type of in Melee; up to a total of 5 PF, the results of attack is reduced by 2 (to a maximum of 1 Melee are as shown in Table; if the total PF hex for infantry, 3 for vehicles and artillery involved is greater than 6, the PF lost are shoots at maximum 3). doubled, as well as any damage (see 9).

Table 8.4 Attack So in summary: Table Attack is in the Tables, with all the To calculate the final modifier to the Attack modifiers to the die roll. roll must be added algebraically: MAGNITUDE (not if negative value, which Attack Table Results is used only for the Test of Moral (see 8.4)), WEAPONS, TERRAIN, DAMAGES, MORAL MARKERS. The target unit must make a Morale test by rolling a d6 against the value of its Strength, 8.6 Line of sight There must be a line of sight (LOS) clear of This marker indicates that a combat unit has obstructions between the firing unit and completed an action for which he has used all target. or part of its movement points and therefore The line of sight is blocked if it passes: can not make any further actions that in turn - Through a hex containing other combat provide for the Movement. The marker will units; LOS is not blocked by other combat be removed during the next Administrative units if the firing unit is in a hexagon at a Phase. higher elevation compared to the one containing the target; - Through terrain hexes that blocks LOS, such as houses, slopes and hills; check the TEC and the specific rules of each scenario; - Along the side of the hexagon between two 9. Assault and Melee hexagons that contain both ground that blocks When a moving unit enters a hex occupied by the LOS; an enemy unit as a result of action or - Or through hexes at a higher elevation than contemplating Assault Combat (see 5), you the target unit; have a Melèe, which is solved immediately. A line of sight can enter a hex with terrain that blocks it, but can not get through. 9.1 Procedure Each player calculates the total value of 8.7 Opportunity Attack Melee (MCC) of the respective units by A unit that moves can be attacked through adding: any hex within the range of fire of any enemy 1 - the value of unit units. 2 - modifiers to the die roll (cumulative) During the movement of a unit, the Inactive 3 - the outcome of the roll of a dice. player must notify the Active player to stop the movement, in order to carry out the Attack 9.2 Commands of Opportunity, paying the PA required (see If a Command unit is caught alone in an hex 5). This attack must be resolved before the in Melèe is immediately eliminated and in this unit enters into another hex. The player case the movement of the active unit is not making the attack of opportunity can not wait interrupted. to see where the target unit will end the movement of the first to announce his 9.3 Artillery intention. It is not possible to carry onany Artillery units carry on a normal Melee. opportunity attack on units that are in Melee or who have just entered into Melee. If the 9.4 Results of Combat moving unit is hit, it must stop immediately Compare both MCC and apply the results: and get a Movement marker. The unit that 1 - Same value: the active player retires in his carried out the attack receive an Opportunity starting hex; Attack marker and can still carry out attacks 2 - MCV greater than 1 or 2: the party with during the round, spending the PA needed to the lower MCV make a Morale test (see 8.4); the Action. 3 - MCV greater than 3 up to twice the In the case where there are more combat units adversary: the unit with the lower MCV make objective of the Opportunity Attack in a a Morale test (see 8.4) and receives a hit, hexagon, the result of the attack will be losing a point value of force (and if Vehicle, applied to the moving unit. In the case where also receives a Damage ); there are more combat units in a hexagon, the 4 - The difference between MCV greater than result will be applied to the unit on top of the twice: the party with the lower MCV is stack. eliminated.

8.8 The Movement marker. 9.5 Magnitude: Magnitude in Melee is the total PF Melee or which have just entered into involved in Melee; up to a total of 5 PF, Melee. If the moving unit is hit, it must the results of Melee are as shown in stop immediately and get a Movement Table; if the total PF involved is greater marker. The unit that carried out the than 6, the PF lost are doubled, as well as assault receive a Movement marker and any damage. can still carry out attacks during the round, spending the PA needed to Action. 9.6 Markers: In the case where there are more combat Each unit engaged in Melee receives an units objective of Opportunity Assault in a Attack marker, which indicates the hexagon, the result of the assault will be consumption of ammunition in the action applied to moving unit. In the case where (see 8.2). there are more combat units in a hexagon, the result will be applied to the unit on top A combat units can not, however, get of the stack. more than 3 Attack or Opportunity Attack markers; in the event it receives more than 10. Stacking 3 markers, its points of strength value will The stacking limit is 8 points Strength drop to zero and it can not make any value (no matter the type of units) per hex attacks (until the next Administrative by nationality / player. This limit can not Phase). be exceeded at the end of their movement phase (or during Melèe). 9.7 Withdrawal Points of Strength in excess are eliminated If an unit or a stack decides to withdraw during the Administrative Phase. from a hexagon by choosing the Free The commands and informational markers Action Retreat (see 5), the active player do not count for the purposes of grouping. will retreat into a hex of his choice, The units on the move or in retreat can possibly undergoing Opportunity Attack. freely enter into a hex already occupied by friendly units, but they cannot stop. 9.8 Advanced: Only after eliminating all enemy units in Remember, there is ONLY Melee or close combat, the unit of the active player, Attack only when its action is taken (and who still has movement points to use as spent the PA needed). In the case where per action taken, may continue to move, there are more combat units in a hexagon, remaining subject to any opportunity the result will be applied to the unit on top attack or Melèe. of the stack.

9.9 Opportunity Assault 11. Vehicles A unit that moves can be assaulted if The vehicles have the graphical moving in any hex adjacent to enemy representation of the type of military unit units. During the movement of a unit, the they represent (tanks, trucks, other player must notify the Inactive Active vehicles), a value of Strength, which player to stop the movement, in order to indicates the effectiveness of the attack make the Assault of Opportunity, paying and melee unit, a badge in order to be the PA required (see 5). This attack must identified to the Company or Battalion or be resolved before the unit enters into Regiment, a symbol that represents the another hex as a normal Melee (see 9). type of Attack (Infantry, Tanks or The player who makes the assault of Artillery) and a symbol that represents the opportunity can not wait to see where it type of Goal Attack (Infantry or Tanks). will end the movement to announce his They have a capacity of movement intention. It is not possible to carry on defined according to the type of military Opportunity Assault on units that are in unit represented (see 1.2). On the drive vehicles there is also a value objectives Santa Maria, Plant Furter and of the damage, which represents the the Bridge on the River . strength and armour of the vehicle. See the Order of Battle (see 17) for the list of units to be deployed. 11.1 Damage Damages represent the damage to the 12.3 Artillery vehicle in case of attack; are represented The artillery unit fascist Republican can by markers that have Information not move and can make only one attack modifiers to the die roll to be applied to per turn, which can also be of the vehicle in case of an attack towards Opportunity. The artillery unit can not be the unit holding one of these markers. split up voluntarily by the fascist Below the grid of damage counters: Republican player. 1 Damage: + 1 Attack by a C 2 Damage: + 1 Attack by an F 12.4 Submachine guns + 1 Attack by an ART The fascist republican infantry units are + 2 Attack by a C armed with several machine guns, so they 3 Damage + 2 : Attack by an F benefit from a modifier to the die roll by + 2 Attack by an ART +1 for the attack against infantry targets + 3 Attack by a C (F).

In the case of two results STOPPED (see 12.5 Company OP 8.4), the vehicles will lose a point from The company OP is equipped with Strength and will also receive a Damage. portable anti-tank weapons and therefore benefits from a modifier to the die roll for 12. Special Units the attack +2 against targets type A up to the maximum distance of 1 hex included. 12.1 German Unit German units did not participate 12.6 Heavy Machine Guns practically to action. After having lost two The Cinquanta partisan unit comes with armored cars in the action of December heavy machine guns, therefore benefiting 12, 1944 at the remained units from a modifier to the die roll by +1 for garrisoned inside Gravellona, showing a the attack against targets of type F and C willingness to surrender. to the maximum distance of 1 hex Therefore, the cost of PA to activate the included. German units from the fascist Republican player has tripled cost compared to the cost indicated in the rules (see 5), while the free action still have a cost of 2 AP. 13. Victory Conditions The partisan player receives Victory 12.2 Reinforcements points (PV): The fascist Republican player receives For each opponent eliminated PF: +2 PV reinforcements around 11:00 am on For each objective: 5 + PV December 13, 1944 and at 07.00 on December 14, 1944; see Order of Battle The fascist Republican player receives (see 17) for the list of units to be Victory Points (PV): deployed. For each objective: + 7 PV The partisan player can receive For each opponent eliminated PF: +1 PV reinforcements from the partisan brigades "Valtoce" and "Valdossola" starting at The player who has counted the most VPs 13.00. To allow the entry of such units, wins. the player must have occupied partisan 14. Historical Background dislocated large forces with the order "Resist Gravellona at any cost." But that battle is not Words of Aldo ANIASI (Ivo) on the occasion won, it was the dress rehearsal on April 25. of the official celebration of 1994. The Patriots fell to Gravellona were the ones who freed Milan before the arrival of the The Battle of Toce, lasted three days (12-15 Allies. So it remains for generations to come September 1944) and fought with great fury the memory of those days is gravellonesi and by the patriots and their enemies (more than perennial glory to all those who fought in twenty fallen partisans, including a Georgian, these days, the dead and the living. a greek and an Englishman and injured many others), was certainly one of the most exciting 15. Credits moments of the War of Liberation. It was attended by all groups of patriots of the Designer: Giovanni Province of Novara and the Sesia Valley. For Rules: Marco a little partisans, despite the inferiority of Map and Units: Marco means and ammunition, failed to win the Playtest: Lucrezia, Cristina, Giovanni unitissimo cornerstone of the German LUMACA Games and Marco Campari defensive system. To avoid this, the German copyright @ 2013 Command September 13, 1944 in Gravellona

16. Order of Battle:

Partisans (From , Basso Cusio e Omegna):

Communist: 4 with value 2 Fanfulla 4 with value 2 Romolo 4 with value 2 Redi 1 vehicle

Without political orientation (orange) 2 Cinquanta (from Oltre Strona) (1 MGs with value 2 e 1 with value 2)

Giustizia e Libertà (green) 3 with value 2 Beltrami 1 with value 1 Valdossola (reinforcement, come from ore 13,00)

Monarchici (light blue) 1 with value 1 Valtoce (reinforcement, from ore 13,00)

Fascist Repubblican:

IV company Venezia Giulia (divided into 5 plattons with 1 value in each objectives dcided by the player and 1 command, at Comando GNR) 1 with value 1 Platoon I company Venezia Giulia in one objective 1 with value 2 Artillery at Scuole 1 with value 2 company OP at Sede GNR 1 with value 1 German platoon (D) at Stazione

Rinforzi: II (1 with value 2 and 1 with value 1 MGs) company Venezia Giulia from Intra (ore 11,00)

2 with value 2 e 1 command froma X Mas (from Intra ore 07,00 don 14 Dicembre 1944)